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Mask of the Demogorgon

wondrous item (headgear), very rare (requires attunement)

This black iron mask bears the likeness of Demogorgon, the Prince of Demons. It has horn-like protrusions on each side that curve outward and a mouth that can open and close with a snap.

Intimidating Presence

You have advantage on Charisma (Intimidation) checks against creatures that can see your fearsome visage.

Psychic Blast

As an action, you can open the mask’s mouth and unleash a blast of psychic energy in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failed save, a creature takes psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t stunned. Once you use this feature, you can’t use it again until you finish a long rest.

Fearless

You are immune to being frightened.

Curse

The mask is cursed and binds to you when you attune to it. While attuned to the mask, you have disadvantage on Wisdom saving throws and ability checks. Additionally, whenever you take damage while wearing the mask, you must succeed on a DC 13 Wisdom saving throw or lose control of your actions. While out of control, you must use your action each round to attack the nearest creature other than yourself that you can see. If there is no creature within reach, you must use your movement to get closer to one. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Mask of the Demogorgon

wondrous item (headgear), very rare (requires attunement)

This black iron mask bears the likeness of Demogorgon, the Prince of Demons. It has horn-like protrusions on each side that curve outward and a mouth that can open and close with a snap.

Intimidating Presence

You have advantage on Charisma (Intimidation) checks against creatures that can see your fearsome visage.

Psychic Blast

As an action, you can open the mask’s mouth and unleash a blast of psychic energy in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failed save, a creature takes psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t stunned. Once you use this feature, you can’t use it again until you finish a long rest.

Fearless

You are immune to being frightened.

Curse

The mask is cursed and binds to you when you attune to it. While attuned to the mask, you have disadvantage on Wisdom saving throws and ability checks. Additionally, whenever you take damage while wearing the mask, you must succeed on a DC 13 Wisdom saving throw or lose control of your actions. While out of control, you must use your action each round to attack the nearest creature other than yourself that you can see. If there is no creature within reach, you must use your movement to get closer to one. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.

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